SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
01-24-12, 02:42 PM | #3691 |
Admiral
Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
|
Ducimus you know a way to fix hull damage?
__________________
System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2. |
01-24-12, 03:28 PM | #3692 |
Ocean Warrior
Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
Uploads: 0
|
I do not know what Ducimus does, but I dispatch my trained dolphin to inspect the damage and report back. If hull damage is detected, I dispatch two frogmen with tool for repairs. That is how I fix damage. (A good supply of baking soda in the frogmens' aqua lungs ensures they can reach the surface if they need to.) Am I confusing this with the SS Nautilus that sails in my bathtub?
I DON'T THINK SO! |
01-24-12, 03:53 PM | #3693 |
Rear Admiral
|
I have no idea what you guys are talking about.
You can repair a bulkhead, like any other piece of equipment, but hull integrity (that 3 digit readout you see in your equipment screen) cannot be repaired. It has always been thus for SH4. TMO, or no TMO. |
01-24-12, 03:59 PM | #3694 |
Ocean Warrior
Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
Uploads: 0
|
see! Frogmen do work! And porpoises, too! Gertrude, Wanda, and Coco, the three porpoises. Sleek, smart, and stealthy.
|
01-24-12, 04:56 PM | #3695 |
Admiral
Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
|
Ok, he must have meant the bulkhead then. I had never heard of anyone fixing hull damage, thanks for clearing that up.
__________________
System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2. |
01-24-12, 07:38 PM | #3696 | |
Sparky
Join Date: Mar 2009
Location: Toronto, Canada
Posts: 153
Downloads: 105
Uploads: 0
|
Quote:
Yes, the hull stayed damaged. During the battle, I got bulkhead damage + many other subsystems; I don't remember the exact ones (pumps, electric engines, radio, etc); it was just that after less than a couple minutes, everthing was repaired (except for the hull which stayed with the same % damage) The battle was in a port (Balikpapan if I remember correctly), just before launching my torpedoes, they spotted me; I was very close. They hit me with what I think were 20mm guns. They were 3 merchs and 1 small subchaser, all docked. |
|
01-25-12, 12:06 PM | #3697 |
Sparky
Join Date: Mar 2009
Location: Toronto, Canada
Posts: 153
Downloads: 105
Uploads: 0
|
Another question;
I got depth charged and received heavy damage, flooding, etc. The problem is that even after I made all repairs, the "flooding" noise was still there... for the rest of the war patrol Is there a way to "turn off" the ambient noise? EDIT: It might be just a problem with that particular war patrol save; I tried again and it is OK Last edited by kstanb; 01-25-12 at 04:23 PM. |
01-25-12, 01:01 PM | #3698 |
Swabbie
Join Date: Mar 2011
Posts: 5
Downloads: 74
Uploads: 0
|
So got a question: Just recently installed TMO, and for some reason, whenever I start a patrol, my sub never has ammo for the deck or anti-aircraft gun. Anyone else have this problem, and/or a fix? I'm just running the base mods, nothing else, so I'm just a little confused. Any help would be much appreciated.
|
01-25-12, 01:03 PM | #3699 | |
Sparky
Join Date: Mar 2009
Location: Toronto, Canada
Posts: 153
Downloads: 105
Uploads: 0
|
Quote:
|
|
01-25-12, 02:22 PM | #3700 |
Rear Admiral
|
Think of it this way, would the gun be loaded if you just surfaced?
Odds are, you'd probably have to put something in the breech as ammo tends to prefer its residence in dry places. |
01-25-12, 05:27 PM | #3701 |
Swabbie
Join Date: Mar 2011
Posts: 5
Downloads: 74
Uploads: 0
|
Yup. Just needed to click HE. Now I feel like a fool. Just used to it the other way, I guess. Thank you, sirs. And thank you, Ducimus, for the second reason I play any of the SH series (the first being lurker's Operation Monsun). This massive undertaking of a mod is certainly worthy of the praise heaped on it.
|
01-25-12, 05:57 PM | #3702 |
Ocean Warrior
Join Date: Sep 2008
Location: Notify command we have entered the Grass Sea
Posts: 2,822
Downloads: 813
Uploads: 0
|
This the mod that loves to kill you. I have made it to January 21, 1942 and am still alive, thank god.
Last edited by I'm goin' down; 01-25-12 at 07:41 PM. |
01-26-12, 10:27 PM | #3703 |
Weps
Join Date: Jan 2011
Posts: 359
Downloads: 61
Uploads: 0
|
I'm not running any other mods. There was somebody in another thread that said something about turning down anti aliasing? I let my computer run 24/7 because powers down after a certain amount of time anyhow, I also have speed fan to control the temp of my GPU.
|
01-27-12, 04:13 PM | #3704 |
Bilge Rat
Join Date: Oct 2011
Posts: 1
Downloads: 31
Uploads: 0
|
Hey guys, having a bit of a problem. Whenever I start the game with TMO activated the loading bar gets to 100% then I get an error saying,
"There is a new (not implemented) page: <Page ChooseLoadSave> !" If I click off this error I get a load of others along the same vein. I'm running SH4 with Uboat missions, activating the mod using JSGME. Cheers. |
01-27-12, 05:37 PM | #3705 | |
Weps
Join Date: May 2005
Posts: 369
Downloads: 16
Uploads: 0
|
Quote:
__________________
|
|
|
|